There’s already been a whole discussion about this here: “ Weapons with multiple attacks per single button press are bad ” But to be honest the discussion was a bit toxic.
In my opinion, a good part of the problem is that there are some movesets that have not been thought out well, (especially some wands) moovest a little too extravagant are a little too common, for now all you can do is avoid these weapons.
I think it’s fair to say “it is making people” this is a common problem, when an animation seems to be broken in two you expect to be able to interrupt it or that there should be 2 inputs, this is because the double attack is not read as a single attack but two. The way to avoid this problem is to make the animation of the double attack more fluid and less broken in two (as Fromsoftware did with the “Milady”).
Essentially attacks that need to appear as if they are uninterruptible, as if the character himself cannot stop it and must continue the movement of the weapon in order not to fall/leave himself exposed due to the momentum.